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Releases: kirides/GD3D11

Nightly

12 Feb 17:13
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Nightly Pre-release
Pre-release

What's Changed

Full Changelog: v17.8-dev9...nightly

v17.8-dev9

15 Jan 14:43
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includes all changes from https://github.com/SaiyansKing/GD3D11/releases/tag/v17.8-dev9

also includes

  • updated assimp-vs142-mt.dll
  • improved handling when UserSettings.ini is not found (@SaiyansKing eeb4c57)

v17.8-dev4-ci: Merge branch 'SaiyansKing_master'

13 Feb 08:49
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Courtesy of @SaiyansKing

dev2

  • Fix occlusion culling dangling pointer crash
  • Fix possible crash at GothicAPI::OnVisualDeleted
  • Optimize a little file reads

dev2-fix1

  • Don't issue new occlusion query when old still haven't finished
  • Fix DXVK crashing at device creation

dev2-fix2

  • Fix GD3DX7 Z-buffer destruction possible crash

dev3

  • Fix drawing helper vobs in SpacerNET - by: @postm1
  • Fix mouse in SpacerNET - by: @postm1
  • Fix dynamic shadows in indoor locations like sewers
  • Fix corrupted savegame thumbnails
  • Fix crash when loading corrupted setting files
  • Improve display resolutions detection

dev4

  • Make it possible for mouse cursor to leave to another monitor when GD3D11 settings are visible - by: @kirides
  • Disable tesselation from build as it keeps to crash graphic drivers and make impossible to save zenresources from advanced menu
  • Fix getting thread id from main thread
  • Remove spheremap normals encoding as it make some horrible visual glitches
  • Make it possible to render scene without normalmaps to avoid artifacts from using standard normalmap
  • Fix potential problems with some drawcalls
  • Implement raining time calculations with atmospheric scattering enabled
  • Make zFILE_VDFS zengine class to be able to operate on pointers that are allocated above 2GB memory virtual address on older system packs

other

  • Fix line drawing(fix flickering and z-position (43edbb0)

v17.8-dev1-fix1

22 Dec 11:42
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exception free float parsing with warning logging and properly passing nRead from GetPrivateProfileStringA to std::string constructor

v17.8-dev1

14 Dec 12:47
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Release Notes

This is a huge release and all thanks to @SaiyansKing who presumably did all this by himself, unless otherwise noted in mentioned commits πŸ˜‰

Update: For those who want the new "one zip for all gothic versions" package, there is a separate release (https://github.com/kirides/GD3D11/releases/tag/v17.8-dev1_pipelineupdate) future releases will automatically be packaged in a single zip (excluding Spacer_NET for now)

v17.7-dev20..dev22

  • Fix hashing render states over uninitialized variables (7f81d93)
  • Fix some awful glitches in indoor locations with enabled shadows (7f81d93)
  • Remove unused calculations for some particle effects (7f81d93)
  • Force water to be rendered always when texture is available (7f81d93)
  • Change cache-in to not check for cache-out since dx7 code doesn't check for it too (7f81d93)
  • Allow Steam Overlay to properly acquire/release inputs (7f81d93)

v17.7-dev22..dev23

  • Fix broken fixed-function pipeline vertex shaders (8dfa95b)
  • Fix possible broken winding order when drawing HUD (8dfa95b)
  • Allow to set night-only with negative timescale value (98ec319)
  • Get rid of unneeded .bin files (3f8a87f)
  • Resolve most warnings at compilation (3f8a87f)
  • Ditch XCALL macro for safer and faster direct calls since they can be inlined (3f8a87f)

v17.7-dev23..dev24

  • Add experimental support for feature_level_10_0 (203bc6c)
  • Limit shadowmap size to 8192 for feature_level_10_0 comaptibility graphic cards (5e4e9bf)
  • Fix Stream Output Geometry Shaders for feature_level_10_0 (5e4e9bf)
  • Disable weird caching for cached-out surfaces (5e4e9bf)
  • Mark every loaded polygon from indoor location as "indoor" (5e4e9bf)
  • Render indoor vobs in indoor locations using render distances from normal vobs (5e4e9bf)
  • Fix textures memory leak (1d08855)
  • Unbind backbuffer after drawing water because some gpu drivers might have problem with drawing to texture that is currently bound (fb85f3e)
  • Add low fps nan check and fix morph mesh animation glitch at 60fps patches from unions (fb85f3e)
  • Rework the way global message broadcast fix is working (fb85f3e)
  • Improve water animation by adding support for drawing using texAniMap material info (fb85f3e)

v17.7-dev24..dev25

  • Add support for animating morph mesh vobs (9283484)
  • Change quad buffers from dynamic to immutable (586984d)
  • Remove unneeded cubemap SRV's (fe3caeb)
  • Guard Morph Mesh Visual object from destruction (- 19c6c27)
  • Fix D3DXERR_CAPSNOTSUPPORTED error (9578d7f)
  • Remove unused pending movie frames check (11766cb)
  • Use staging textures for updating textures data (11766cb)
  • Remove unneeded deferred context (11766cb)
  • Remove some unneeded and unused code (d46dcfc)
  • Optimize water TexAniMap (d46dcfc)

v17.7-dev25..dev26

  • Display correct number of drawn triangles (c5dfcb0)
  • Optimize drawing model attached morph meshes(like heads) (c5dfcb0)
  • Fix ComputePointAABBDistance not calculating correctly distance (c5dfcb0)
  • Fix dynamic lights huge impact on FPS in some locations (c5dfcb0)
  • Improve loading times by disabling some unnecessary features for GD3D11 (c5dfcb0)
  • Show DirectX11 as currently used graphic device in video options (c5dfcb0)
  • Open GD3D11 settings menu when going into video options (c5dfcb0)
  • Fix vertex buffers memory leak (f4c9997)
  • Prevent DX7 PackStaticVertexBuffers from loading unneeded vertex buffers (f4c9997)
  • Calculate correctly instanced geometry drawed triangles (f4c9997)
  • Show per frame drawed tris on toggle frame (f4c9997)
  • Close GD3D11 settings menu when detecting pressed escape key (f4c9997)

v17.7-dev26..dev27

  • Fix rendered decals alignment towards camera (2c8e253)
  • Correctly fix duplicating rendered vobs in G1 (2c8e253)
  • Optimize a little bit OnVobMoved function (2c8e253)
  • Change the way to acquire textures for animated meshes (2c8e253)
  • Skip loading unneeded lightmap textures (2c8e253)
  • Fix problem where we can have locked 20 FPS (2c8e253)
  • Add gothic executable detector to make it possible to pack GD3D11 in monolithic way (2c8e253)
  • Update known_issues.md (96b94fd)

v17.7-dev27..dev28

  • Fix rendering missing ingame decals (7a14f63)
  • Decouple barrier from sky drawing in G1 which allows us to draw barrier with atmospheric scattering (7a14f63)
  • Fix crash when deleting visuals that can still be in use (00764c0)
  • Change back reference to copy (de5ad92)
  • Improve skeletal and mob vobs lighting (4ba4d58)

v17.7-dev28..dev29

  • Add support for better bink video handling with Union/Systempack FixBink (1d670ac)
  • Scale heads with fatness value without depending on distance from camera (1d670ac)
  • HDR monitor colorspace support in Windows 10 (8fc887a)
    Co-Authored-By: @lucifer602288 (Keks1)
  • Use correct normals for skeletal meshes to improve lighting and scaling (81cbe7d)

v17.7-dev29

  • Fix changing shadows in settings (2b05276)

v17.7-dev30

  • Avoid recalculating UI every frame (19c5855)
  • Add rain options to settings (19c5855)
  • Reduce wet glare duration after rain (19c5855)
  • Use ClearKeyBuffer when using GD3D11 settings (19c5855)
  • Change the way models acquire LightStatic value (19c5855)
  • Fix ClipCursor rectangle (19c5855)

v17.7-dev31

  • Fix using settings in freelook camera mode (bd1be6c)
  • Send currently used resolution incase for some reason it is unavailable to avoid any UI cut offs (bd1be6c)
  • Fix not working low latency mode (bd1be6c)
  • Fix crash when changing resolutions in low latency mode (bd1be6c)
  • Fix changing resolutions in general (bd1be6c)
  • Make fullscreen exclusive to work correctly as intended (bd1be6c)
  • Add option to change window modes in settings(need to restart the game after change) (bd1be6c)

Co-Authored-By: @lucifer602288 (Keks1)

v17.7-dev32..dev33

  • Patch dx7 functions that do window transitions (0294c99)
  • Add additional check for waterfall foam in G1 to avoid false positives (0294c99)
  • Rewrite cinema scope and screen fade effects into native GD3D11 functions (0294c99)
  • Enabled Dynamic Shadows can make lights disappear when Shadows are disabled (fad14d7)
  • Fix saving rain settings (9980c13)
  • Update Assimp to 5.1.2 (8116e90)

v17.7-dev33..dev34

  • Disable culling for UI drawing(LeGo script packet doesn't follow CW winding order and any Sprite it tries to draw doesn't pass the test) (9b639ff)
  • Add option to reduce light intensity for scene where are many lights that can make scene to be overexposed(e.g. old camp in Othello Mod) (9b639ff)
  • Add some quantization to skeletal meshes to reduce bandwidth (9b639ff)
  • Revert temporarily back to bind pose normals for skeletal meshes since bone accurate normals can result in some weird glitches on some modifications (9b639ff)
  • Add forgotten culling state changes (45f785d)
  • Fix mouse cursor visibility with Union Mouse Wrapper in G1 (833adfa)
  • Force showing mouse cursor in settings (833adfa)

v17.7-dev34

  • Remove harmful patch for G1 (3...
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v17.8-dev1_pipelineupdate

14 Dec 14:27
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Generated release from GitHub Actions

v0.1-ci-2

14 Dec 13:56
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Generated release from GitHub Actions

v17.7-dev20 - Spacer.NET Support and automatic builds with GitHub Action workflows

19 Jul 13:48
8466d5c
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  • Introduced separate build for Spacer.NET usage
    • These builds also work with regular Gothic 2 NotR, but have reduced performance, due to Spacer.NET handling code.
    • they are recommended for your typical mod development installation, where Spacer.NET is installed.
  • builds are now automatically build by GitHub actions, so people can rest assured that the code that's on GitHub is the code that built the release!
    • These releases all come with a xyz.zip.sha256 hash, which lets you verify that you downloaded the correct file

Generated release from GitHub Actions

v17.7-dev19-fix4 - Fixes (Ghost) NPC detection in Returning 2 AB/NB

14 Jul 10:25
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  • Implemented "vob is npc" check using zCClassDef comparison for the whole inheritance chain.

v17.7-dev19-fix3 - regression regarding dynamic shadows fixed

05 Jul 12:23
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  • 9573f16 @SaiyansKing
    • Fix dynamic shadows
      Fix winding order when rendering skeletal meshes within dynamic shadows that makes some lights disappear

EDIT: The Gothic 2 AVX build is actually built with AVX2 optimizations!. I changed the filename accordingly.